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VR Developer Gems [Kõva köide]

  • Formaat: Hardback, 676 pages, kõrgus x laius: 235x191 mm, kaal: 1494 g, 281 Halftones, color; 35 Halftones, black and white
  • Ilmumisaeg: 26-Jun-2019
  • Kirjastus: CRC Press
  • ISBN-10: 1138030120
  • ISBN-13: 9781138030121
  • Formaat: Hardback, 676 pages, kõrgus x laius: 235x191 mm, kaal: 1494 g, 281 Halftones, color; 35 Halftones, black and white
  • Ilmumisaeg: 26-Jun-2019
  • Kirjastus: CRC Press
  • ISBN-10: 1138030120
  • ISBN-13: 9781138030121
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code.

Key Features





Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Arvustused

"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming."

- J. Brzezinski, McHenry County College, CHOICE Reviews, Highly recommended

Preface ix
Editor xv
List of Contributors
xvii
Section I The Medium of VR
1 VR as a Medium
3(18)
William R. Sherman
2 VR and Media of Attraction: Design Lessons from History
21(22)
Rebecca Rouse
Section II VR with Game Engines
3 Getting Started with SteamVR and Unity
43(16)
Lee Wasilenko
4 UniCAVE: A Distributed Rendering System for Unity3D
59(12)
Ross Tredinnick
Kevin Ponto
5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays
71(16)
Jason W. Woodworth
Christoph W. Borst
6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development
87(14)
Anthony Steed
7 WebXR: Virtual Reality ... in the Browser
101(16)
Luis Diego Gonzdlez-Zuniga
Peter O'Shaughnessy
8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR
117(16)
Booker Smith
David Whittinghill
9 Bridging Scientific Visualization and Unreal VR
133(18)
Kees Van Kooten
Section III Interaction
10 Brownboxing: The Secret to Rapid VR Prototyping
151(10)
Shawn Patton
11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices
161(50)
Elliot Hunt
Rajiv Khadka
Amy C. Banic
12 Effortless 3D Selection through Progressive Refinement
211(18)
Doug A. Bowman
Regis Kopper
Felipe Bacim
13 Travel in Virtual Reality
229(14)
Jason Leigh
14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing
243(28)
Bret Jackson
Daniel F. Keefe
Section IV Agents & Avatars
15 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environment
271(18)
Andrew Cordar
Yao Heng
Fatemeh Tavassoli
Jeffrey Wood
Benjamin Lok
16 Building a Social VR App
289(32)
Bernie Roehl
17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality
321(28)
Daniel Roth
Jan-Philipp Staujfert
Marc Erich Latoschik
Section V Third Person POV Cameras
18 Recording and Replaying Virtual Environments for Development and Diagnosis
349(14)
Anthony Steed
Mingqian Wang
Jason Drummond
19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity
363(8)
Andrew Cunningham
Maxime Cordeil
20 A Stereoscopic 3D View for Virtual Reality Spectators
371(12)
Andrew Guagliardo
Jason Leigh
Ming-Der Yang
Section VI Virtual Worlds
21 The Utility of Virtual Reality for Science and Engineering
383(20)
Kenny Gruchalla
Nicholas Brunhart-Lupo
22 Immersion and Visualizing Artistic Spaces in Virtual Reality
403(12)
Margaret Dolinsky
23 Embodied Montage: Constructing Meaning in Virtual Reality
415(8)
Deniz Tortum
Ainsley Sutherland
Section VII Advanced Rendering for VR
24 Omnidirectional Stereoscopic Projections for VR
423(14)
John E. Stone
25 Volume Lenses for VR
437(16)
Jason W. Woodworth
Christoph W. Borst
Section VIII Perception for Immersion
26 Check Your Work: Evaluating VE Effectiveness Using Presence
453(12)
Richard Skarbez
Mary C. Whitton
27 Misperception of Self-motion and Its Compensation in Virtual Reality
465(20)
Frank Steinicke
28 Exploring Large Environments with Redirected Walking
485(30)
Mahdi Azmandian
Rhys Yahata
Evan Suma Rosenberg
Section IX DIY VR Hardware
29 Building and Interfacing Input and Output Devices
515(14)
Kyle Johnsen
30 A Tinkerer's Perspective on VR Displays
529(22)
J. Adam Jones
31 Environmental Feedback for VR Systems
551(20)
Chauncey E. Frend
Section X Building the Infrastructure of VR
32 Virtual Reality System Concepts Illustrated Using OSVR
571(46)
Russell M. Taylor
33 Perspective Projection for VR
617(12)
Robert Kooima
34 Fast and Easy Collision Detection for Rigid and Deformable Objects
629(32)
Rene Weller
Gabriel Zachmann
Index 661
William Sherman , Sr. Technology Advisor Indiana University Research Technologies



Scientific Visualization lead, visualization production projects, visualization software development.



Immersive applications, development and installation of immersive (virtual reality) tools and applications, education on immersive techniques and technologies.



Development of relationship with the Idaho National Laboratory and other Department of Energy facilities.



Proposal development, lead collaborative grant writing projects involving several universities.



Open recipe hardware development, developing and building community for low-cost immersive displays (iq- station.org).